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Removal of Cerberus Turrets or Replacement? - Printable Version

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+---- Thread: Removal of Cerberus Turrets or Replacement? (/showthread.php?tid=116767)

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RE: Removal of Cerberus Turrets or Replacement? - Hidamari - 04-12-2015

(04-12-2015, 03:17 PM)Punisher5431 Wrote:
(04-12-2015, 01:40 PM)Hidamari Wrote: how have i not seen this thread yet.

yes remove cerberus they have made battleship combat as uninteresting as the cap combat their creation was supposed to resolve...

Cap combat is very interesting, and very fun and requires skill. Not sure how you find it boring given just how epic pews In caps can be. Cerbs kinda did resolve it. Fighting prims only is stupid.

No it didnt resolve it at all. it went from everyone having one loadout, to the system being changed to make it more interesting, meaning everyone had the exact same or as close to the loadout they had before that was 'boring' as they could get.

they decreased the number of guns that you could have that did loads of damage, but inceased the damage by 10 on each of those guns, those being the current prims and cerbs.

absolutely nothing has changed.


RE: Removal of Cerberus Turrets or Replacement? - SnakeLancerHaven - 04-12-2015

(04-12-2015, 02:55 PM)nOmnomnOm Wrote: Maybe if you just decrease range of cerbs so that they are only effective at close range? Then you would use other guns at long range and if you took the risk to go more hard then you would have to come close?

Well, if you do that, not much will change anyway.

Because literally, Cloak engages will still deal great dmg, that's what many do.


RE: Removal of Cerberus Turrets or Replacement? - Highland Laddie - 04-12-2015

Well, with cloak engaging, the attacker risks being shieldless if his target has any support, so that's all part of the tradeoff. What needing the Cerberus DOES affect would be very part of the fight that happens after the ship has decloaked.

Maybe, make shield recharge time after a cloak take longer? Or make uncloaking use up a good portion of energy?


RE: Removal of Cerberus Turrets or Replacement? - Wesker - 04-12-2015

(04-12-2015, 03:55 PM)Hidamari Wrote:
(04-12-2015, 03:17 PM)Punisher5431 Wrote:
(04-12-2015, 01:40 PM)Hidamari Wrote: how have i not seen this thread yet.

yes remove cerberus they have made battleship combat as uninteresting as the cap combat their creation was supposed to resolve...

Cap combat is very interesting, and very fun and requires skill. Not sure how you find it boring given just how epic pews In caps can be. Cerbs kinda did resolve it. Fighting prims only is stupid.

No it didnt resolve it at all. it went from everyone having one loadout, to the system being changed to make it more interesting, meaning everyone had the exact same or as close to the loadout they had before that was 'boring' as they could get.

they decreased the number of guns that you could have that did loads of damage, but inceased the damage by 10 on each of those guns, those being the current prims and cerbs.

absolutely nothing has changed.

More balanced that way I'd rather have that then have house based heavies that are op for some houses and crap for others.


RE: Removal of Cerberus Turrets or Replacement? - Pacific - 04-12-2015

(04-12-2015, 12:13 PM)Crackling Wrote:
(04-12-2015, 11:47 AM)Pacific Wrote: This is what I can come up with a idea, remove cerberus and give capital vesssels more variaty of gun like for example a big beam cannon that deals massive damage but with a slow fire rate. Also remove ammo for the missles or allow players more ammo because 20 battleship missles is not enough.

At first they whine about missile spam, then ask to return it.

I wonder why 20 is not enough for you. Do you like to fire them at fighters?

Quite frankly no I only did shoot fighters with missles in cases of self defence, I mainly use'd missles against caps as torpedos, since I can focus on dodging and don't worry about aim nor getting in range of the enemy, not to metion immersion. Also I don't have anything in mind for more capital ship weapons like spazzy offered.


RE: Removal of Cerberus Turrets or Replacement? - Fluffyball - 04-12-2015

What about making separate House versions of guns for caps that are in effect either like Cerbs and Solarises with slight firerate/damage differences?

Commercial tech shouldn't be better than military tech in my opinion, by the way. It should make military tech try harder to surpass the stronger competition.

It's like, "So, I saw Liberty Navy vessel with Rheinland-born technology on board... Did Ageira lose its contract with Navy or something?"


RE: Removal of Cerberus Turrets or Replacement? - Titan* - 04-15-2015

Maybe add more primary turrets to Battleships, 5-6 to Light caps 6-7 to medium 8-10 to heavy caps. Why every faction firing green lasers? This suck, .85 was better... They just copied projectile effect from vanilla freelancer, Just look at the rheinland battleship in vanilla, its firing with cerberus turrets.


RE: Removal of Cerberus Turrets or Replacement? - Hidamari - 04-16-2015

less spam guns.

increase the speed and range of the skill shot guns.

that is the way forward, removing cerbs and adding a million primarys instead is not a resolution.

in actual fact if you did that you would have gone from .85, to now, back to .85 again.


RE: Removal of Cerberus Turrets or Replacement? - AceofSpades - 04-16-2015

(04-16-2015, 06:59 PM)Hidamari Wrote: less spam guns.

increase the speed and range of the skill shot guns.

Do this please.
It'd be much more fun to get insta'd in a bomber by a sly Razor shot than to spend the obligatory 10 minutes dodging a wall of green while you keel.


RE: Removal of Cerberus Turrets or Replacement? - Crackling - 04-18-2015

Vanilla had 3 types of guns, as I remember. Primary, secondary, teritary. And there were guns with 2 or 3 barrels. Why not to do something like that and remove cerbs?